Tetris: Wikis

  
  
  
  

Note: Many of our articles have direct quotes from sources you can cite, within the Wikipedia article! This article doesn't yet, but we're working on it! See more info or our list of citable articles.

Encyclopedia

From Wikipedia, the free encyclopedia

"Tetяis" redirects here. For the Tengen produced game, see "Tetris: The Soviet Mind Game".
Tetris
NES Tetris Box Front.jpg
Developer(s) Alexey Pazhitnov (original algorithm), coder Vadim Gerasimov
Publisher(s) Various
Designer(s) Alexey Pazhitnov
Platform(s) Various
Release date(s) USSR June 6, 1984
NA May 1989
Genre(s) Puzzle
Mode(s) Single-player, multiplayer

Tetris (Russian: Те́трис) is a puzzle video game originally designed and programmed by Alexey Pazhitnov. It was created on June 6, 1984,[1] while he was working for the Dorodnicyn Computing Centre of the Academy of Science of the USSR in Moscow.[2] He derived its name from the Greek numerical prefix "tetra- (all of the game's pieces, known as Tetrominoes, contain four segments) and tennis, Pajitnov's favorite sport.[3][4]

The Tetris game is a popular use of tetrominoes, the four element special case of polyominoes. Polyominoes have been used in popular puzzles since at least 1907, and the name is given by the mathematician Solomon W. Golomb in 1953. However, even the enumeration of pentominoes is dated to antiquity.

The game (or one of its many variants) is available for nearly every video game console and computer operating system, as well as on devices such as graphing calculators, mobile phones, portable media players, PDAs, Network music players and even as an Easter egg on non-media products like oscilloscopes.[5] It has even inspired Tetris serving dishes [6] and been played on the sides of various buildings,[7][8] with the record holder for the world's largest fully functional game of Tetris being an effort by Dutch students in 1995 that lit up all 15 floors of the Electrical Engineering department at Delft University of Technology.[9][10][11]

While versions of Tetris were sold for a range of 1980s home computer platforms, it was the hugely successful handheld version for the Game Boy launched in 1989 that established the reputation of the game as one of the most popular ever. Electronic Gaming Monthly's 100th issue had Tetris in first place as "Greatest Game of All Time". In 2007, Tetris came in third place in IGN's "100 Greatest Video Games of All Time".[12] It has sold more than 70 million copies.[13] In January 2010, it was announced that Tetris has sold more than 100 million copies for cell phones alone since 2005.[14]

Contents

Gameplay

The seven one-sided tetrominoes in their Tetris Worlds colors. Top row, left to right: I, J, L, O. Bottom row: S, T, Z.

A random sequence of tetrominoes (sometimes called "tetrads" in older versions)—shapes composed of four square blocks each—fall down the playing field (a rectangular vertical shaft, called the "well" or "matrix"). The object of the game is to manipulate these tetrominoes, by moving each one sideways and rotating it by 90 degree units, with the aim of creating a horizontal line of blocks without gaps. When such a line is created, it disappears, and any block above the deleted line will fall. With every ten lines that are cleared, the game enters a new level. As the game progresses, each level causes the tetrominoes fall faster, and the game ends when the stack of tetrominoes reaches the top of the playing field and no new tetrominoes are able to enter. The game can also end if the player is able to get all the way to level 15.

All of the tetrominoes are capable of single and double clears. I, J, and L are able to clear triples. Only the I tetromino has the capacity to clear four lines simultaneously, and this is referred to as a "tetris". (This may vary depending on the rotation and compensation rules of each specific Tetris implementation. For instance, in the Super Rotation System used in most recent implementations,[15] called "Easy Spin" in Tetris Worlds, certain rare situations allow T, S and Z to 'snap' into tight spots and clear triples.)[16]

Colors of tetrominoes

Pajitnov's original version for the Elektronika 60 computer used green brackets to represent blocks.[4] Versions of Tetris on the original Game Boy/Game Boy Color and on most dedicated handheld games use monochrome or grayscale graphics, but most popular versions use a separate color for each distinct shape. Prior to The Tetris Company's standardization in the early 2000s, those colors varied widely from implementation to implementation.

Colors of tetrominoes in various Tetris games
Piece Vadim Gerasimov's
Tetris 3.12
Microsoft
Tetris
Sega/Arika
(TGM series)
The New Tetris
and Kids Tetris
The Tetris
Company

standardization
(beginning with
Tetris Worlds)
Atari/
Arcade
TETЯIS The Soviet
Mind Game
Netris
I Tetris I.svg      maroon      red      red      cyan      cyan      red      red      blue
J Tetris J.svg      white      magenta      blue      blue-violet      blue      yellow      orange      yellow
L Tetris L.svg      magenta      yellow      orange      magenta      orange      magenta      magenta      cyan
O Tetris O.svg      dark blue      cyan      yellow      light grey      yellow      blue      blue      magenta
S Tetris S.svg      green      green      magenta      green      green      cyan      green      green
T Tetris T.svg      brown      light grey      cyan      yellow      purple      green      olive      light grey
Z Tetris Z.svg      cyan      blue      green      red      red      orange      cyan      red

Scoring

The scoring formula for the majority of Tetris products is built on the idea that more difficult line clears should be awarded more points. For example, a single line clear in Tetris Zone is worth 100 points, while a back-to-back Tetris is worth 1,200.[17]

Nearly all Tetris games allow the player to press a button to increase the speed of the current piece's descent, rather than waiting for it to fall. If the player can stop the increased speed before the piece reaches the floor by letting go of the button, this is a "soft drop"; otherwise, it is a "hard drop" (some games allow only soft drop or only hard drop; others have separate buttons). Many games award a number of points based on the height that the piece fell before locking.

Gravity

Traditional versions of Tetris move the stacks of blocks down by a distance exactly equal to the height of the cleared rows below them. Contrary to the laws of gravity, blocks may be left floating above gaps. Implementing a different algorithm that uses a flood fill[18] to segment the playfield into connected regions will make each region fall individually, in parallel, until it touches the region at the bottom of the playfield. This opens up additional "chain-reaction" tactics involving blocks cascading to fill additional lines, which may be awarded as more valuable clears.

Original algorithm
Algorithm with chain reactions

Easy spin dispute

Although not the first Tetris game to feature "easy spin" (see The Next Tetris), also called "infinite spin" by critics,[19] Tetris Worlds was the first game to fall under major criticisms for it. Easy spin refers to the property of a tetromino to stop falling for a moment after left or right movement or rotation, effectively allowing someone to suspend the tetromino while thinking on where to place it. This feature has been implemented into The Tetris Company's official guideline.[15] This new type of play differs from traditional Tetris because it takes away the pressure of higher level speed. Some reviewers[20] even went so far as to say that this mechanism broke the game. The goal in Tetris Worlds, however, is to complete a certain number of lines as fast as possible, so the ability to hold off a piece's placement will not make achieving that goal any faster. Later, GameSpot received "easy spin" more openly, saying "though the infinite spin issue honestly really affects only a few of the single-player gameplay modes in Tetris DS, because any competitive mode requires you to lay down pieces as quickly as humanly possible."[21] In response to the issue, Henk Rogers stated in an interview that infinite spin was part of the guideline, giving a rationale:[15]

So the problem is you get part way through the game, make one small mistake, 'Aw man, I blew it,' and restart. I think that's an annoying way to play the game. So we decided it's better to give them a way to recover from that small mistake, but you're losing time. So if you sat there and rotated for, I don't know, five seconds, you've just taken five seconds out of the game that you needed to score so many points. So you won't find in the top games any gratuitous spinning going on, it just doesn't happen. It helps the beginning player who's trying to figure out what to do. It's a useless feature (for competitive play); it only helps if you're taking the time to think. The better players don't take that much time to think, that's the difference.[15]

History

Screenshot of the 1986 IBM PC version

Tetris has been involved in many legal battles. In June 1984, Alexey Pajitnov created Tetris on an Elektronika 60 while working for the Soviet Academy of Sciences at their Computer Center in Moscow with Dmitry Pavlovsky, and Vadim Gerasimov ported it to the IBM PC. Gerasimov reports that Pajitnov chose the name "Tetris" as "a combination of 'tetramino' and 'tennis'." From there, the PC game exploded into popularity, and began spreading all around Moscow. This version is available on Gerasimov's web site.[4]

The IBM PC version eventually made its way to Budapest, Hungary, where it was ported to various platforms and was "discovered" by a British software house named Andromeda. They attempted to contact Pajitnov to secure the rights for the PC version, but before the deal was firmly settled, they had already sold the rights to Spectrum HoloByte. After failing to settle the deal with Pajitnov, Andromeda attempted to license it from the Hungarian programmers instead.

Meanwhile, before any legal rights were settled, the Spectrum HoloByte IBM PC version of Tetris was released in the United States in 1986. The game's popularity was tremendous, and many players were instantly hooked—it was a software blockbuster, with reviews such as in Computer Gaming World calling the game "deceptively simple and insidiously addictive".[22]

The details of the licensing issues were uncertain by this point, but in 1987 Andromeda managed to obtain copyright licensing for the IBM PC version and any other home computer system.

For Amiga and Atari ST two different versions by Spectrum HoloByte and Mirrorsoft became available. The Mirrorsoft version did not feature any background graphics while the Holobyte version had a background picture related to Russian themes for each level. Games were sold as budget titles due to the game's simplicity. Spectrum's Apple II package actually contained three diskettes with three different versions of the game, for the Apple II+ and Apple IIe on separate DOS 3.3 and ProDOS 5-1/4" diskettes, and for the Apple IIgs on a 3-1/2" diskette, none of which was copy-protected: the included documentation specifically charged the purchaser on his or her honor to not give away or copy the extra diskettes.

By 1988, the Soviet government began to market the rights to Tetris through an organization called Elektronorgtechnica, or "Elorg" for short. Pajitnov had granted his rights to the Soviet Government, via the Computer Center he worked at for ten years.[23] By this time Elorg had still seen no money from Andromeda, and yet Andromeda was licensing and sub-licensing rights that they themselves did not even have.

Nintendo

By 1989, half a dozen different companies claimed rights to create and distribute the Tetris software for home computers, game consoles, and handheld systems. Elorg, meanwhile, held that none of the companies were legally entitled to produce an arcade version, and signed those rights over to Atari Games, while it signed non-Japanese console and handheld rights over to Nintendo. Tetris was on show at the January 1988 Consumer Electronics Show in Las Vegas, where it was picked up by Dutch games publisher Henk Rogers, then based in Japan, which eventually led to an agreement brokered with Nintendo that saw Tetris bundled with every Game Boy.[13]

Screenshot of the Atari arcade version of TETЯIS: The Soviet Mind Game
Screenshot of the official NES version of Tetris

Tengen (the console software division of Atari Games), regardless, applied for copyright for their Tetris game for the Nintendo Entertainment System, loosely based on the arcade version, and proceeded to market and distribute it under the name TETЯIS: The Soviet Mind Game (with faux Cyrillic typography incorporating the Cyrillic letter Ya), disregarding Nintendo's license from Elorg. Nintendo contacted Atari Games claiming they had stolen rights to Tetris, whereupon Atari Games sued, believing they had the rights. After only four weeks on the shelf, the courts ruled that Nintendo had the rights to Tetris on home game systems, and Tengen's TETЯIS game was recalled, with an unknown number of copies sold. [24]

Nintendo released their version of Tetris for both the NES and the Game Boy (the Famicom and Game Boy versions were developed by Bullet-Proof Software, Inc., who held the Japanese license, despite Nintendo's license to the game) and sold more than three million copies; some players considered Nintendo's NES version inferior because it lacked the side-by-side simultaneous play of Tengen's version, but Nintendo's Game Boy Tetris became arguably the most well-known version of Tetris, selling over 33 million copies. The lawsuits between Tengen and Nintendo over the Famicom/NES version carried on until 1993.

Sega also released a Tetris game for the Mega Drive; however, the ensuing blitz of litigation ensured that it was hastily withdrawn.

The Tetris Company

In 1996 the rights to the game reverted from the Russian state to Pajitnov himself, who previously had made very little money from the game.[13] In 1996, The Tetris Company was founded, claiming to hold copyright registrations for Tetris products in the United States[25][26] and taking out trademark registrations for Tetris in almost every country in the world.[27] They have licensed the brand to a number of companies, and the U.S. Court of International Trade and the U.S. Customs have at times issued seizure orders to preclude Tetris-like games from being imported into the U.S.,[28] though bulletins circulated by the U.S. Copyright Office state that copyright does not apply to the rules of a game.[29][30]

In late 1997[31] and in mid-2006,[32] TTC's legal counsel sent cease and desist letters to web sites that misused the Tetris trademark to refer to homemade tetromino games.

Variations

A 5th generation iPod featuring Tetris (2006)

Tetris has been subject to many changes throughout releases since the 1980s. It is difficult to place a standard on the game, as newer releases frequently progress it either to make the game better or to keep players interested. Newer Tetris games have made the trend of pace rather than endurance. Older releases such as Game Boy or NES Tetris offer records according to points. Since the meter for points is set to only a certain number of digits, these game's records can be "maxed out" by an experienced player. The next big Game Boy release after Tetris, Tetris DX, in marathon mode—comparable to mode A in previous releases—allowed an additional digit for the point meter. Even so, players still maxed it to 9,999,999 points after hours of play. For The New Tetris, world record competitors have spent over 12 hours playing the same game.[33] In Tetris DX and The New Tetris, the new modes sprint and ultra were added. These modes require the player to act under a timer, either to gain the most lines or points in that time. Releases like Tetris Worlds did away completely with point records. This particular game kept records by how fast a certain number of lines could be cleared depending on the level. A drawback of this deviation, along with some other newer features, is that many traditional players rejected these advances all together. Critics of Tetris Worlds said it was broken due to how a piece is able to hover over the bottom for as long as a player needs.[20]

There are many different modes of play added in recent years. Modes appearing in more than one major release include: classic marathon (game A), sprint (otherwise game B or 40 lines), ultra, square, and cascade.

The field dimension of Tetris is perhaps the least deviated among releases: almost always 10 cells wide by 20 high. Some releases on handheld platforms with small screens have smaller fields; for example, the Tetris Jr. keychain game has 8 by 12, and Tetris for Game Boy has 10 by 18.

Traditionally, blocks spawn within the four most central columns and the two highest rows. The I tetromino occupies columns 4, 5, 6 and 7, the O tetromino occupies columns 5 and 6, and the remaining 5 tetrominoes occupy columns 4, 5 and 6 (or in some, especially older, versions, 5, 6 and 7). In some more recent games, pieces spawn above the visible playfield.

In traditional games, a level-up would occur once every ten lines are cleared. During a level-up, the blocks fall slightly faster, and typically more points are given. In some newer games such as Tetris Worlds, the number of lines required vary upon each new level. For example, NES Tetris operates at 60 frames per second. At level 0, a piece falls one step every 48 frames, and at level 19, a piece falls one step every 2 frames. Level increments either terminate at a certain point (Game Boy Tetris tops off at level 20) or increase forever yet not in speed after a certain point. NES Tetris will level up in until the speed of level 29 (due to limitations of the game's engine, pieces are not capable of dropping faster than this), but tool-assisted emulation will show that the level indicator increases indefinitely—eventually leading to a glitch where the meter displays non-numeric characters. Modern games such as Tetris the Grand Master or Tetris Worlds, at their highest levels, opt to drop a piece more than one row per frame. Pieces will appear to reach the bottom as soon as they spawn. As a result, these games have a delay that lets the player slide the piece on the bottom for a moment to help deal with an otherwise unplayable fall speed. In some games, the hover time is regenerated after a piece is moved or rotated.

Soft drops were first implemented in Nintendo releases of Tetris so that pieces would be able to drop faster while not lock as to slide into gaps. The other option is hard dropping, which originated in early PC games such as Microsoft Tetris, a game developed by Dave Edson and bundled with Microsoft Entertainment Pack. With hard dropping, a piece falls and locks in one frame. Newer Tetris games feature both options. Some games have their locking roles reversed, with soft dropping making the pieces drop faster and locking down, and hard dropping making the pieces drop instantly but not lock.

Single direction rotation is an older restriction that has since been ruled out in nearly every new official release by the favor of separate buttons for clockwise and one for counterclockwise rotation. In traditional games, the unsymmetrical vertical orientation I-, Z-, and S-pieces will fill the same columns for each clockwise and counter clockwise rotation. Some games vary this by allowing two possible column orientations: one for counter clockwise and one for clockwise rotations. Double rotation, only seen in progressive clones such as Quadra and DTET, rotates the piece 180 degrees.

One of the features most appreciated by skilled players is wall kick, or the ability of rotating the pieces even if these touch the left or right walls. In the NES version, for example, if a Z piece is "vertically" aligned and falling touching the left wall, the player cannot rotate the piece, giving the impression that the rotate buttons are locked. In this situation, the player has to move the piece one position to the right before rotating it, losing precious time. Proper implementations of wall kick first appeared in the arcade version of Tetris by Atari Games.

Piece preview allows a look at the next piece to enter the field. This feature has been implemented since the earliest games, though in those early games, having the preview turned on made the score increase more slowly.

Newest features

Newer versions of Tetris add different scoring goals not present in traditional Tetris. As achieving these goals while not topping out becomes more difficult, these games usually add a few features to help the player.

The New Tetris and The Next Tetris are the first official Tetris games to feature multiple piece previews, showing 3 in advance. Tetris Worlds for PCs and game consoles add 5 more, while the GBA version retains the 3 piece preview. Tetris DS uses the 6-piece preview.

The New Tetris also introduced the "ghost piece", an obscuration in the shape of the current piece over where that piece would drop. The feature reduces mistakes, especially for beginners and high-speed players.

Hold piece is an optional ability to reserve a piece for later use, allowing a player to either avoid undesirable pieces or save desirable ones, usually the I piece or a piece needed to complete another goal. Some clones featured it as a powerup that the player could earn and use once. A hold piece available to the player at all times was first featured in The New Tetris. Most games that have hold piece activate it when the player presses a dedicated button, often a shoulder button;[34] other games activate it when both rotate buttons are pressed simultaneously. When hold piece is activated, it causes the falling piece to move to the top and trade places with the hold piece. However, the feature cannot be activated twice in a row; it is disabled until the piece released from hold locks in the well.

Initial rotation and Initial hold are features that make the game accept rotation/hold button inputs while the next piece is still in the preview area. With initial rotation, when the player holds down the rotation button after the previous piece has locked down but before the next piece comes into the well, the next piece will come into the well in an already rotated state. Initial hold works similarly, as the piece will be already swapped with the hold piece when it enters the well. Initial rotation and Initial hold first appeared in the Tetris: The Grand Master series.

Tetris DS features wireless on-line play through the Nintendo Wi-Fi Connection system. This new version also takes advantage of the touch screen in the added "Touch Mode," which has no time limit. Instead, every block is already placed in a tall tower, and the player uses the stylus from the Nintendo DS to shift blocks left and right and, in earlier towers, rotate blocks. The goal is to clear enough lines so that a cage of balloons reaches the ground (this mode is themed on the NES video game Balloon Fight, hence the cage of balloons).

Tetris DS also introduces the Metroid-themed "Catch Mode". In this mode, the pieces fall downward from the top screen to the touch screen, but the stack is moved and rotated instead. As the falling pieces bump against the stack, they get clustered into it. To clear blocks, there must be a solid area of the stack that is 4×4 or larger. When this happens, the blocks glow and the music changes. After ten seconds or upon pressing the X button, these blocks disappear and shoot a laser beam in a plus-shape, the horizontal part equal to the number of rows cleared and the vertical equal to the columns. This laser beam will move and rotate with the stack and destroy falling blocks and Metroid enemies in its path until it disappears a moment later. The parts of the stack not hit by the laser beam will be pulled in towards the center of the stack after the laser beam dies. If a piece reaches the bottom of the touch screen, the stack hits a falling block while rotating, or the stack hits a Metroid, the stack loses Energy. The player loses if the stack runs out of Energy or if the stack becomes so large that it can no longer fit on the touch screen.

Tetris Mania by EA Games brings back the Fusion and Sticky modes from Tetris Worlds. In Fusion, "atom" blocks must be activated, the number of those needing to be activated increases per level. Activated atoms wills also activate other atoms that they touch, and are generated two for every seven Tetrominoes. Gravity will not be activated until a line is cleared containing an atom of fusion block. In Sticky, based on The Next Tetris, you need to clear the bottom row of starting tiles. In each level there are more starting tiles that are harder to clear. The pieces in this game are made up of different colored minos that "stick" to those of the same color. Gravity is always a factor.

The Tetris arcade game by Atari Games offered different "puzzles" for selected rounds. The first three rounds are played normally, with no obstacles. At the start of round 4, eight bricks are placed vertically along each side of the well. Round 5 begins with ten bricks scattered throughout the bottom five rows. Round 6 begins with twenty bricks arranged in a pyramid. In rounds 7 through 9, the well starts out empty but single bricks will appear at random on top of your puzzle each time a piece lands that does not clear any lines, potentially thwarting any advance planning you may have done. In rounds 10 through 12, incomplete "garbage" lines will randomly pop up underneath your puzzle, pushing the puzzle upward, when a piece lands without clearing any lines. Rounds 13 through 15 begin with more blocks arranged in predetermined patterns, and the cycle continues throughout the remaining rounds in the game in groups of three.

Tetris variants

Several Tetris variants exist. Some feature alternate rules and pieces, and others have completely different gameplay.

A popular variant called "The Grand Master" eventually becomes so fast players have to use every second of time optimally, and it even has a mode dubbed "Invisible Tetris", where the blocks are only shown when falling - then finally revealed when the game is over.

Because of its popularity and the relatively simple code required to produce the game, a game with nearly the same rules as Tetris is often used as a hello world project for programmers coding for a new system or programming language. This has resulted in the availability of a large number of ports for different platforms. For instance, µTorrent and GNU Emacs contain tetromino stacking games as easter eggs.[35][36]

End of play

Players lose a typical game of Tetris when they can no longer keep up with the increasing speed, and the tetrominoes stack up to the top of the playing field.

Possibility of indefinite gameplay

The question Would it be possible to play forever? was first encountered in a thesis by John Brzustowski in 1988[37] The conclusion reached was that the game is inevitably doomed to end. The reason has to do with the S and Z tetrominoes. If a player receives a large sequence of alternating S and Z tetrominoes, the naïve gravity used by the standard game eventually forces the player to leave a hole in a corner.

Supposing that the player then receives a large sequence of alternating S and Z tetrominoes, they will eventually be forced to leave holes throughout the board. Back and forth, the holes will necessarily stack to the top and, ultimately, end the game. If the pieces are distributed randomly, this sequence will eventually occur. Thus, if a game with an ideal, uniform, uncorrelated random number generator is played long enough, any player will top out.[38][39]

In practice, this does not occur in most Tetris variants. Some variants allow the player to choose to play with only S and Z tetrominoes,[40] and a good player may survive well over 150 consecutive tetrominoes this way. On an implementation with an ideal uniform randomizer, the probability at any given time of the next 150 tetrominoes being only S and Z is one in (2/7)150 (approximately 2×10-82). Most implementations use a pseudorandom number generator to generate the sequence of tetrominoes, and such an S–Z sequence is almost certainly not contained in the sequence produced by the 32-bit linear congruential generator in many implementations (which has roughly 4.2 × 109 states). The "evil" algorithm in Bastet often starts a game with a series of more than seven Z pieces.

Recent versions of Tetris such as Tetris Worlds allow the player to continuously rotate a block once it hits the bottom of the playfield, without it locking into place (see Easy spin dispute, above). This permits a player to play for an infinite amount of time, though not necessarily to land an infinite number of blocks.

The increasing speed of a Tetris game would eventually make it impossible to play unless capped at some reasonable value. Even given arbitrarily good reactions, a player would be limited by the frame rate of the computer or console on which they were playing. Consoles have a finite frame rate for both recording user input and drawing screen updates, so tetrominoes move down the screen in discrete steps. Depending on the algorithm used, this may result in tetrominoes appearing and landing within the period of a single frame, thereby preventing the player from repositioning the tetromino before it lands.[41]

Computational complexity

In computer science, it is common to analyze the computational complexity of problems, including real life problems and games. It was proven that for the offline version of Tetris (in which all the pieces are known in advance) the following objectives are NP-complete:

  • Maximizing the number of rows cleared while playing the given piece sequence.
  • Maximizing the number of pieces placed before a loss occurs.
  • Maximizing the number of simultaneous clearing of four rows.
  • Minimizing the height of the highest filled grid square over the course of the sequence.

Also, it is not possible to find a polynomial time approximation algorithm for the first 2 problems and it is hard to approximate the last problem within 2 − ε for every ε > 0.

To prove NP-completeness, it was shown that there is a polynomial reduction between the 3-partition problem, which is also NP-Complete, and the Tetris problem.[42]

Music

  • Music A in the Game Boy edition of Tetris has become very widely known, to the point that Level 20 in Tetris DS is based on the Game Boy version of Tetris and uses that theme. It is an instrumental arrangement of a Russian folk tune called "Korobeiniki" (with various Latin spellings), which has been covered by UK dance band Doctor Spin, US alternative rock band Ozma, Tokyo Ska Paradise Orchestra, Basshunter the Swedish Eurodance DJ, and also the German techno group Scooter on their 2007 album Jumping All Over the World. It was also sampled in "21 Concepts" by MC Lars. Music A and B are also remixed and arranged for Super Smash Bros. Brawl, and can be selected for the stage "Luigi's Mansion", as well as being used in custom stages. The song has also been remixed for two dance games, under the name "Pumptris Quattro" in Pump It Up NX2 and "Happy-hopper" in Dance Maniax 2nd Mix.
  • Music B in the Game Boy version is Katyusha by Matvei Blanter
  • Music C in the Game Boy version is an arrangement of Johann Sebastian Bach's French Suite No. 3 In B Minor, BWV 814, V. Menuett - Trio.
  • Music 1 in the NES version is "Dance of the Sugar Plum Fairy", a tune noted to be scene 14c of act two of The Nutcracker, composed by Tchaikovsky.
  • One song in the BPS and Tengen versions is the "Kalinka", a famous Russian song written by Ivan Petrovich Larionov.
  • Nintendocore band Powerglove used Music A & B in the 1st track of their 2nd album, 'Total Pwnage', naming the song 'Tetris (Themes B And C)' It opens playing Theme B normally, quickly followed by the 2 themes being played on guitars with numerous effects.

Effect of Tetris on the brain

According to research from Dr. Richard Haier, et al. prolonged Tetris activity can also lead to more efficient brain activity during play.[43] When first playing Tetris, brain function and activity increases, along with greater cerebral energy consumption, measured by glucose metabolic rate. As Tetris players become more proficient, their brains show a reduced consumption of glucose, indicating more efficient brain activity for this task.[44] Even moderate playing of tetris (half-an-hour a day for three months) boosts general cognitive functions such as "critical thinking, reasoning, language and processing" and increases cerebral cortex thickness.[45]

In January 2009, an Oxford University research group headed by Dr. Emily Holmes reported in PLoS ONE that for healthy volunteers, playing ‘Tetris’ soon after viewing traumatic material in the laboratory reduced the number of flashbacks to those scenes in the following week. They believe that the computer game may disrupt the memories that are retained of the sights and sounds witnessed at the time, and which are later re-experienced through involuntary, distressing flashbacks of that moment. The group hopes to develop this approach further as a potential intervention to reduce the flashbacks experienced in posttraumatic stress disorder, but emphasized that these are only preliminary results.[46]

The game can also cause a repetitive stress symptom in that the brain will involuntarily picture tetris combinations even when the player is not playing the game (the Tetris effect; for citations see the references in the article Tetris Effect), although this can occur with any computer game or situation showcasing repeated images or scenarios, such as a jigsaw puzzle.

Popular culture

Tetris' popularity has resulted in its appearance in the media. It was featured in two episodes of the video-game oriented cartoon Captain N: The Game Master. It was also referenced in the Muppet Babies episode "It's Only Pretendo", The Simpsons episode "Strong Arms of the Ma" (where Homer uses the Tetris effect on his brain to fill his car with family and his shopping goods but fails to leave room for him) as well as "Thirty Minutes Over Tokyo", Dexter's Laboratory episode "Game Over", Family Guy episode "Prick Up Your Ears", and Futurama episode "Fear of a Bot Planet." Commercials also occasionally parody the game. Police Academy: Mission to Moscow alluded to Tetris by depicting the Russians trying to hypnotize Americans through a puzzle video game referred to as "The Game" in the movie. In the movie Office Space, Peter is playing Tetris on his computer in one scene. On The Colbert Report, Stephen Colbert's right-wing character mourned the passing of a more innocent time by remarking that in today's America, among other divisive factors, there is "no one game where when we close our eyes we still see the shapes falling." A Honda commercial showed pieces similar to the blocks in the Tetris games along with electronics, suitcases, pieces of furniture, and a hamster cage into a Honda Fit, the automobile the commercial was advertising. The commercial ends with a robotic voice proclaiming, "The Fit is Go!". Even other videogames have shown tributes to Tetris such as the character Ai from NeoGeo Battle Colosseum, who can summon and attack characters with various Tetris blocks.

In 2007, video game website GameFAQs hosted its sixth annual "Character Battle", in which the users nominate their favorite video game characters for a popularity contest in which characters participate. The L-shaped Tetris piece (or "L-Block" as it was called) entered the contest as a joke character, but on November 4, 2007, it won the contest.[47]

In Japan, a hugely popular live-action game called Brain Wall (also referred to commonly as "Human Tetris") ran for a number of seasons on a Japanese variety show. Contestants would be assigned to teams (Red or Blue) and paired with recurring characters. Each team would then, in turn, face a wall of painted styrofoam with a Tetris-like shape carved out. The wall would advance on the contestant, who must pass through the opening by posing, squeezing or jumping. Later levels have a pool of water at the end of the run (the effect being to force the contestant into the pool if they fail.) The recurring characters provide running commentary, built-in rivalry and comic relief. Due to the game's popularity as a viral video, versions of the game have been exported around the world as a dedicated show, commonly known in English regions as Hole in the Wall.

Other viral video versions of the game have been created using stop-motion animation with Lego blocks.

In Thomas Pynchon's 2006 novel, Against the Day, mention is made of a "Captain Igor Padzhitnoff" (presumably pronounced the same as Pajitnov) whose preferred method of causing trouble was "to arrange for bricks and masonry, always in the four-block fragments which had become his 'signature,' to fall on and damage targets designated by his superiors".[48]

In 2008, the New Zealand Army published recruitment advertisements depicting troop movements and supply drops in Tetris-style formations. [2][3]

In 2009, songwriter Jonathan Mann depicted the history of the game's development as a humorous musical narrative from the perspective of Tetris creator Alexey Pajitnov. The account mentions several of the major players in Tetris' commercial success including Robert Maxwell, Robert Stein and Henk Rogers.

On June 6, 2009, Google honored Tetris' 25-year anniversary by changing its logotype to a version drawn with Tetris blocks - the "l" letter being the long Tetris block lowering into its place.[49]

At the 2009 Edinburgh Festival Fringe, Pig With The Face Of A Boy performed their song 'The Complete History Of The Soviet Union As Told By A Humble Worker Arranged To The Melody Of Tetris', the worker's role being the manual labour of moving giant Tetris pieces into place as they fall.[50]

CollegeHumor made a video called The Tetris God in which a God of the game announces what block enters the playing field and uses this power to purposely make it impossible for the player to win.

The Tetris theme can be briefly heard during Russia's version of Marukaite Chikyuu, the end theme of Axis Powers Hetalia.

Reception

The IBM version of the game was reviewed in 1988 in Dragon #135 by Hartley, Patricia, and Kirk Lesser in "The Role of Computers" column. The reviewers gave the game 4 1/2 out of 5 stars.[51] The Lessers later reviewed Spectrum HoloByte's Macintosh version of Tetris in 1989 in Dragon #141, giving that version 5 out of 5 stars.[52] In 2009, Game Informer put Tetris 3rd on their list of "The Top 200 Games of All Time", saying that "If a game could be considered ageless, its Tetris".[53]

Awards

Guinness World Records has awarded the franchise nine world records in the Gamer's Edition. These records include "Most Ported Video Game", and "Game With the Most Official and Unofficial Variants".

See also

References

  1. ^ http://www.reuters.com/article/technologyNews/idUSTRE5510V020090602
  2. ^ The Tetris saga Retrieved August 24, 2007.
  3. ^ Pajitnov interview, G4 "Icons", ep. 305, originally aired on April 22, 2004.
  4. ^ a b c Gerasimov, Vadim. Original Tetris: Story and Download. Retrieved June 10, 2007.
  5. ^ "HP 54600B Oscilloscope Easter Eggs - Eeggs.com". Eeggs.com. http://www.eeggs.com/items/39244.html. Retrieved 2008-11-12. 
  6. ^ Perets, Abbi (February 22, 2010). "Tetris-inspired dishware brings the game to dinner". CNet. http://www.cnet.com/8301-13553_1-10457461-32.html. 
  7. ^ "La Bastille: A Tech House Art Installation". Bastilleweb.techhouse.org. http://bastilleweb.techhouse.org/. Retrieved 2008-11-12. 
  8. ^ "Huge Tetris Game Played On Dorm Building - Geekologie". Geekologie.com. December 7 2007. http://www.geekologie.com/2007/12/huge_tetris_game_played_on_dor.php. Retrieved 2008-11-12. 
  9. ^ "Tetris takes over tower block". BBC News (UK: BBC). 19 April 2000. http://news.bbc.co.uk/2/hi/science/nature/718009.stm. "The group, Tech House, says it is currently the world's largest fully functional Tetris game. The current record holder according to the Guinness Book of World Records is a Dutch effort that lit up 15 floors at Delft University in 1995. … The Dutch game was also built by students, from the Electrical Engineering department at Delft University of Technology. It was displayed on 15 floors of a 96-metre tall building and used 3.5 kilometres of cable and 400 lights. Internet users could play the game through a telnet session." 
  10. ^ Martijn van Osch (2006-04-24). "2000 Square Meter Of Tetris". Fresh Creation. http://www.freshcreation.com/entry/2000_square_meter_of_tetris/. Retrieved 2008-02-21. "In the year 2000 some people came up with the idea of making the world's largest Tetris game (video above). At first they thought they succeeded but later on they found out that some Dutch guys had beaten them by far in November 1995. The Dutch guys of the Delft University Of Technology pulled their stunt in 1995 by making the world's largest Tetris game. They did this using the lights of the officerooms of a 96.2 meters high building which resulted in more than 2000m2 of Tetris." 
  11. ^ "TETRIS for Buildings: Play the game yourself!". Electrotechnische Vereeniging. Delft University of Technology. 18 november 1995. http://www.etv.tudelft.nl/vereeniging/archief/lustrum/90/english.html. Retrieved 2008-02-21. "The Electrical Engineering Student Association ETV celebrated in November 1995 its ninetieth anniversary and used this huge stunt to op its anniversary year. The World largest Tetris Game on a building and of course on the internet. People all over the world could play the game Tetris by using a simple telnet session and all the West of Holland could watch what they were doing on this building. At the same time the Telecom Student Club of ETV used a GSM telephone and a laptop to put every 10 seconds a picture on the Web. So this way you could see the crowd in front of the building watching the game you were playing. … On a 96meters high building, we used 15 floors and each floor had 10 rooms. So we created a huge billboard of more than 2000m2." 
  12. ^ IGN Top 100 Games of All Time - 2007
  13. ^ a b c The Guardian, 2 June 2009, How Tetris conquered the world, block by block
  14. ^ http://www.maximejohnson.com/techno/2010/01/tetris-atteint-les-100-millions-de-telechargements-payants-et-une-petite-histoire-du-jeu/
  15. ^ a b c d Tetris from the Top, April 6, 2006. Retrieved on April 28, 2007.
  16. ^ Tetris DS manual. Nintendo, 2006
  17. ^ Tetris Zone manual as of 2008-11-12
  18. ^ "tetanus.c". LOCKJAW: The Overdose, milestone 4.
  19. ^ Tetris Worlds for Game Boy Advance Review - GameSpot
  20. ^ a b Jeff Gerstmann, Ryan Davis (19 April 2002). "Tetris Worlds for PlayStation 2 Review". GameSpot. http://www.gamespot.com/ps2/puzzle/tetrisworlds/review.html. Retrieved 12 November 2008. 
  21. ^ Tetris DS for DS Review - GameSpot
  22. ^ Wagner, Roy (May 1988), "Puzzling Encounters", Computer Gaming World: 42–43 
  23. ^ Boyes, Emma. Q&A Tetris creator Alexey Pajitnov. Retrieved October 31, 2007.
  24. ^ "The Wish List". Edge presents Retro. 2002. 
  25. ^ Blue Planet Software, Inc. v. Pajitnov, 334 F. Supp 2d 425 (S.D.N.Y. 2004).
  26. ^ See, e.g., Copyright Registration Nos. PAu 1-214-036; PAu 1-214-035; PA 412-169; PA 412-170, among others.
  27. ^ See, e.g., Trademark Registration Nos. 1,753,062 (USA); 1,657,499 (USA); 1,742,325 (USA); 1,382,544 (UK); 1,382,543 (UK); 507644 (Taiwan); 498703 (Taiwan); 098,381 (Peru); 097, 244 (Peru); 266/36 (Saudi Arabia), among others.
  28. ^ See Luxury Int’l, Inc. v. U.S., No. 99-02-00093, Slip Op. 00-27 (Ct. Int’l Trade 2000), holding that Luxury violated Customs' administrative procedure; U.S. Customs Service Memorandum Order, ENF-4-02-RR:IT:IP 470343 GFM (Dec. 19, 2000); U.S. Customs Service Memorandum Order, ENF4-02-RR:IT:IP 469107 GFM (July 31, 2000).
  29. ^ U.S. Copyright Office. Title 17, United States Code, section 102. Accessed March 12, 2009.
  30. ^ U.S. Copyright Office. "Publication FL-108: Games." June 2008. Explanation of how 17 U.S.C. § 102(b) limits the extent to which copyright applies to the rules of a game. Accessed June 2, 2009.
  31. ^ Andrew James Bednarz. "The Tetris Company's Activities". Retrieved August 13, 2006.
  32. ^ "Tetris blocks Mac Quinn game". MacUser. Retrieved August 13, 2006.
  33. ^ "Welcome to Twin Galaxies". Twingalaxies.com. http://www.twingalaxies.com/index.aspx?c=12&id=635. Retrieved 2008-11-12. 
  34. ^ The New Tetris, Tetris Worlds, Tetris DS, and Tetris Party assign hold to the L button.
  35. ^ µTorrent Easter Egg: Tetris in µTorrent
  36. ^ macosxhints.com - Play Tetris in Terminal via emacs
  37. ^ John Brzustowski. Can You Win at Tetris? Retrieved February 25, 2007.
  38. ^ Dr. Burgiel's Tetris Research Page, Explanation Retrieved February 25, 2007.
  39. ^ Heidi Burgiel. How to Lose at Tetris, Mathematical Gazette, vol. 81, pp. 194-200 1997
  40. ^ LOCKJAW - Options Retrieved February 25, 2007.
  41. ^ [1]
  42. ^ Demaine, Eric D.; Hohenberger, Susan; Liben-Nowell, David (July 25–28, 2003). "Tetris is Hard, Even to Approximate". Proceedings of the 9th International Computing and Combinatorics Conference (COCOON 2003). Big Sky, Montana. http://erikdemaine.org/papers/Tetris_COCOON2003/paper.pdf. 
  43. ^ Richard J Haier, Sherif Karama, Leonard Leyba and Rex E Jung (2009). "MRI assessment of cortical thickness and functional activity changes in adolescent girls following three months of practice on a visual-spatial task". BMC Research Notes. http://www.biomedcentral.com/1756-0500/2/174. 
  44. ^ Haier RJ, Siegel BV, MacLachlan A, Soderling E, Lottenberg S, Buchsbaum MS (January 1992). "Regional glucose metabolic changes after learning a complex visuospatial/motor task: a positron emission tomographic study". Brain Res. 570 (1-2): 134–43. PMID 1617405. http://linkinghub.elsevier.com/retrieve/pii/0006-8993(92)90573-R. 
  45. ^ Tetris 'could boost brain power' Telegraph news, 02 Sep 2009
  46. ^ Holmes EA, James EL, Coode-Bate T, Deeprose C (2009). "Can playing the computer game "Tetris" reduce the build-up of flashbacks for trauma? A proposal from cognitive science". PLoS ONE 4 (1): e4153. doi:10.1371/journal.pone.0004153. PMID 19127289. PMC 2607539. http://dx.plos.org/10.1371/journal.pone.0004153. 
  47. ^ "Fall 2007: The Great GameFAQs Character Battle VI". GameFAQs. http://www.gamefaqs.com/features/contest/cb6. Retrieved 2007-11-29. 
  48. ^ Pynchon, T: "Against The Day", page 123. The Penguin Press, 2006.
  49. ^ "Google Features TETRIS Look For Game’s 25th Anniversary". Electronic Arts. 5 June 2009. http://www.businesswire.com/news/home/20090605005609/en. Retrieved 25 September 2009. "Google will roll out the TETRIS-inspired design in 24-hour periods, starting first at 1:00 PM EDT in Japan, Australia, and New Zealand. From 6:00 PM – 7:00 PM EDT, the TETRIS-inspired design will begin appearing in Europe, Asia, Africa, and the Middle East. Starting June 6th, at 12:00 AM EDT, the TETRIS-inspired design will be available in North and South America." 
  50. ^ Edinburgh Fringe
  51. ^ Lesser, Hartley, Patricia, and Kirk (July 1988). "The Role of Computers". Dragon (135): 82-89. 
  52. ^ Lesser, Hartley, Patricia, and Kirk (January 1989). "The Role of Computers". Dragon (141): 72-78. 
  53. ^ The Game Informer staff (December 2009). "The Top 200 Games of All Time". Game Informer (200): 44–79. ISSN 1067-6392. OCLC 27315596. 

External links


Wiktionary

Up to date as of January 15, 2010

Definition from Wiktionary, a free dictionary

Contents

English

Wikipedia-logo.png
Wikipedia has an article on:

Wikipedia

Etymology

From Russian Тетрис (Tétris), coined by the creator of the game Alexey Pajitnov from the Greek numerical prefix тетра- (tetra-) (as all of the game's pieces contain four segments) and теннис (tennis), his favourite sport.

Proper noun

Singular
Tetris

Plural
-

Tetris

  1. (video games, trademarks) A puzzle video game in which falling tetrominoes must be manipulated to form complete lines, which are then cleared from the grid.

Quotations

  • 2005: Jack Leonard, Bad Altitude
    While I worked out a Tetris-like arrangement to get all of the leftovers into the oven, Phil's curiosity got the better of him.

Translations

Noun

Singular
Tetris

Plural

Tetris

  1. (by extension) The act of clearing four lines at once (the maximum possible) in Tetris.

Anagrams


Portuguese

Wikipedia-logo.png
Portuguese Wikipedia has an article on:
Tetris

Wikipedia pt

Etymology

From English Tetris, coined from tetra- (as all of the game's pieces contain four segments) + tennis.

Proper noun

Singular
Tetris m.

Plural
-

Tetris m.

  1. (video games, trademarks) Tetris

Strategy wiki

Up to date as of January 23, 2010

From StrategyWiki, the free strategy guide and walkthrough wiki

stub

This page is a stub. Help us expand it, and you get a cookie.

Tetris
Box artwork for Tetris.
Developer(s) Alexey Pajitnov, Vadim Gerasimov
Publisher(s) Various
Designer(s) Alexey Pajitnov
Release date(s)
Genre(s) Puzzle
System(s) Windows, NES, Game Boy, Commodore 64
Players 1-2

Tetris (Russian: Тетрис) is a puzzle video game originally designed and programmed by Alexey Pajitnov in June 1985, while working for the Dorodnicyn Computing Centre of the Academy of Science of the USSR in Moscow. He derived its name from the Greek numerical prefix "tetra-", as all of the game's pieces (known as Tetrominoes) contain four segments, and tennis, Pajitnov's favorite sport.

The game (or one of its many variants) is available for nearly every video game console and computer operating system, as well as on devices such as graphing calculators, mobile phones, portable media players, PDAs and even as an Easter egg on non-media products like oscilloscopes. It has even been played on the sides of various buildings, with the record holder for the world's largest fully functional game of Tetris being an effort by Dutch students in 1995 that lit up all 15 floors of the Electrical Engineering department at Delft University of Technology.

While versions of Tetris were sold for a range of 1980s home computer platforms, it was the hugely successful handheld version for the Game Boy launched in 1989 that established the reputation of the game as one of the most popular ever. Electronic Gaming Monthly's 100th issue had Tetris in first place as "Greatest Game of All Time". In 2007, Tetris came in second place in IGN's "100 Greatest Video Games of All Time".


Gaming

Up to date as of February 01, 2010

From Wikia Gaming, your source for walkthroughs, games, guides, and more!

This is the main article for Tetris, for the several variations of this game, see Tetris Variations.
Tetris

Developer(s) Various
Publisher(s) Various
Designer(s) Alexey Pajitnov
Release date 1985
Genre Puzzle
Mode(s) Single player
Versus
Age rating(s) Various
Platform(s) Various
Media Various
Input Various
Credits | Soundtrack | Codes | Walkthrough


Tetris is a computer game invented by Alexey Pajitnov in 1985, while he was working for the Academy of Sciences in Moscow, Russia, inspired by a pentominoes game he had purchased earlier.

Tetris is one of the best-known computer games ever devised, thanks partly to its success as a video game. It, or a similar version known as a clone, has appeared on nearly every games machine available. It has even appeared as part of an art exhibition on the side of a building [1]. The most famous version has been on the Game Boy (released in 1989 and re-released (in color) in 1999) since the game was distributed with the machine. Another famous version is for the NES, which includes the Tetris classic music. This version is quite good because it is very similar to the Arcade version, despite the hardware differences.

Contents

The game

Tetrominoes or tetrads, shapes composed of 4 blocks each, are falling down the screen that consists of a matrix or play field 10 blocks wide and 20 blocks high, and one has to direct them so they will fit to the wall on the bottom.

When a line of blocks has no gaps, it is complete and disappears.
Tetris on the Nintendo Game Boy

I Block

T Block

O Block

L Block

J Block

S Block

Z Block

The seven tetrominoes that make up Tetris are "I," "T," "O," "L," "J," "S," and "Z." All are capable of single and double clears; the "I," "L," and "J" are able to clear triples, and only the "I" has the capacity for the four simultaneous clears that is also known as a "Tetris", after its namesake.

Gravity

Original algorithm

When a row of blocks is cleared and removed, the stacks of blocks above it fall. Many versions of Tetris simply move blocks down by a distance exactly equal to the height of the cleared rows below them. This results in behavior unlike real-world gravity, in that blocks may be left "floating in mid-air". Many feel that this behavior, called "naive gravity", contributes to the gameplay rather than detracting from it.

Some newer variants implement a different algorithm that uses a flood fill to segment the playfield into connected regions and then makes each region fall individually, in parallel, until it touches the region at the bottom of the playfield. This opens up additional "chain-reaction" tactics involving blocks falling to fill additional lines, which those games tend to reward with a higher score.

Algorithm with chain reactions

Is it possible to play forever?

Normally, players lose because:

  • they can no longer keep up with the increasing speed, or
  • a specific implementation of the game with not very responsive control fails to keep up with itself when the pieces' downward velocity exceeds the maximum lateral velocity the player can apply to a piece. (Avid players consider this situation a design flaw.)

But what if the speed did not increase? Would it be possible to play forever? An article has been published that addresses this issue, and it turns out that in theory, you are doomed to lose eventually.

The problem is the S- and Z-shaped pieces. Suppose you got a large sequence of S-shaped pieces of the same orientation. Eventually, many implementations' approximation of gravity (see above) forces the player to leave a hole in a corner.

Suppose you then get a large sequence of identical Z-shaped pieces. Eventually, you'll be forced to leave a hole in the opposite corner, without clearing your previous hole. Now, things go back to the original orientation for a while and so on until the pieces stack up to the top. Since the pieces are distributed randomly, this sequence will eventually occur. So, if you play long enough, and your random number generator is theoretically perfect, you will lose the game. (See also a more detailed discussion of this issue at http://www2.math.uic.edu/~burgiel/Tetris/, along with an implementation written in Java that has been modified to deal only S- and Z-shaped pieces.)

Practically, this does not occur because the pseudorandom number generator in most implementations, which is usually a linear congruential generator, does not deal such a sequence.

Even on an implementation with a theoretically perfect random number generator (for example, based on hashing Brownian motion) and with naive gravity, a good player can survive over 150 consecutive pieces that are all S-shaped or Z-shaped; the probability at any given time of the next 150 pieces being only S- and Z-shaped pieces equals one in (7/2)150 (approximately one in 4 × 1081). This number has the same order of magnitude as the number of atoms in the known universe.[2]

Several of the subproblems of Tetris have been shown to be NP-complete.

Scoring formula

The scoring formula for the majority of Tetris applications is built on the belief that more difficult line clears should be awarded more points. The four possible line clears are as follows:

  1. Single = (level+1)*40 one line is cleared
  2. Double = (level+1)*100 two lines are simultaneously cleared
  3. Triple = (level+1)*300 three lines are simultaneously cleared
  4. Tetris = (level+1)*1200 four lines are simultaneously cleared
Level 00 01 02 03 04 05 06 07 08 09 10
Single 40 80 120 160 200 240 280 320 360 400 440
Double 100 200 300 400 500 600 700 800 900 1000 1100
Triple 300 600 900 1200 1500 1800 2100 2400 2700 3000 3300
Tetris 1200 2400 3600 4800 6000 7200 8400 9600 10800 12000 13200

History and legal issues

Tetris NES

Tetris has been embroiled in a strangely large number of legal battles since its inception. In June 1985, Alexey Pajitnov created Tetris on an Electronica 60 while working for the Academy of Sciences in Moscow. He created it at their Computer Center, and Vadim Gerasimov ported it to the IBM PC.

The name "Tetris" is a combination of the Greek prefix tetra-, referring to the four square blocks in each piece, and "tennis", Pajitnov's favorite sport at the time.[3]

From there, the game exploded into popularity, and began spreading all around Moscow. (This version was available on Vadim Gerasimov's web site at http://vadim.www.media.mit.edu/Tetris.htm, but the Tetris Company used the DMCA to force Gerasimov to remove it.)

The IBM PC version eventually made its way to Budapest, Hungary, where it was ported to various platforms and was "discovered" by a British software house named Andromeda. They attempted to contact Pajitnov to secure the rights for the PC version, but before the deal was firmly settled, they had already sold the rights to Spectrum HoloByte. After failing to settle the deal with Pajitnov, Andromeda attempted to license it from the Hungarian programmers instead.

Meanwhile, before any legal rights were settled, the Spectrum HoloByte IBM PC version of Tetris was released in the United States in 1986. The game's popularity was tremendous, and many players were instantly hooked—it was a software blockbuster.

The details of the licensing issues were uncertain by this point, but in 1987 Andromeda managed to obtain copyright licensing for the IBM PC version and any other home computer system.

By 1988, the Soviet government began to market the rights to Tetris through an organization called Elektronorgtechnica, or "Elorg" for short. By this time Elorg and Pajitnov had still seen no money from Andromeda, and yet Andromeda was licensing and sub-licensing rights that they themselves didn't even have.

By 1989, half a dozen different companies claimed rights to create and distribute the Tetris software for home computers, game consoles, and handheld systems. Elorg, meanwhile, held that none of the companies were legally entitled to produce an arcade version, and promptly signed those rights over to Atari Games, while it signed console and handheld rights over to Nintendo.

Tengen (the console software division of Atari Games), regardless, applied for copyright for their tetramino game for the Nintendo Entertainment System, loosely based on the arcade version, and proceeded to market and distribute it under the name TETЯIS (with faux Cyrillic typography incorporating the Cyrillic letter Ya), disrespecting both Nintendo's and Elorg's rights to the name. Many people think that the Tengen version is a more playable port than the Nintendo version.

After only a few (very popular) months on the shelf, the courts ruled that Nintendo had the rights to Tetris on home game systems, and Tengen's TETЯIS game was recalled, having sold only about 50,000 copies.

Nintendo released their version of Tetris for both the Famicom and the Game Boy (oddly though, the Game Boy version was developed by Bullet-Proof Software, Inc., despite Nintendo's license to the game) and sold more than three million copies; most players considered Nintendo's NES version inferior because it lacked the side-by-side simultaneous play of Tengen's version, but Nintendo's Game Boy Tetris became arguably the most well-known version of Tetris. The lawsuits between Tengen and Nintendo over the Famicom/NES version carried on until 1993.

Alexey Pajitnov himself made very little money from the initial deal, however, even though Nintendo was able to profit from the game handsomely.

In 1996, Pajitnov and Henk Rogers formed The Tetris Company LLC and Blue Planet Software in an effort to get royalties from the Tetris brand. It manages the licensing of Tetris copyrights and trademarks owned by Tetris Holding LLC, Elorg's successor, to publishers of authentic Tetris games.

The Tetris Company has registered the trademark for "Tetris" throughout the developed world and owns copyrights for numerous authentic Tetris games. It also claims copyright on any game implementing the rules of Tetris, but a form letter published by the United States Library of Congress[1] refutes much of TTC's copyright claims on the game, leaving the trademark on "Tetris" as TTC's most significant claim on any government-granted monopoly. The company has occasionally sent cease-and-desist letters to developers of "Tetris clones", or clean-room developed tetromino game software with rules similar to Tetris, which are distributed for free on the web. The vast majority of these cases have been resolved once the author of the clone agreed to change the game's name or otherwise stop infringing the trademark. The company has also filed actions with U.S. Customs to block importation of certain video game machines containing "Tetris clones" into the United States.

Tetris variants

A number of Tetris variants exist. Some feature alternate rules and pieces, and others have completely different gameplay. A large number of ports exist for different platforms.

There are also some variations made by some freeware or shareware programmers, for the PC. In one version of the game, called Stygian Tetris, a freeware game, there are blocks that suddenly appear and disappear from the screen at random positions. Also there are other type of gameplay where there are lines added to the board every certain time. Moreover, in versus mode the player can send "punishments" to his/her opponent. There is also a Tetris with colors, to make lines with colors instead of plain pieces. There is another variation with bombs called Bombliss for the NES. The bombs are like wild cards.

References

  1. http://bastilleweb.techhouse.org/
  2. http://pages.prodigy.net/jhonig/bignum/qauniver.html
  3. Gerasimov's web page about Tetris

See also

External links

  • Tetris Company home page
  • tetrisconcept.com
  • A multiplayer Tetris variant
  • The Killer List of Video Games entry on Atari's Tetris
  • Tetris is Hard, Even to Approximate
  • Copyright Registration for Computer Programs (PDF file)
  • Form letter about game copyrighting from the Library of Congress
  • Tetris Dreams, Scientific American summarizes a study of the phenomenon of "Tetris Dreams"
  • Tetris: a history
Smallwikipedialogo.png This page uses content from Wikipedia. The original article was at Tetris. The list of authors can be seen in the page history. As with Wikia Gaming, the text of Wikipedia is available under the Creative Commons Attribution-Share Alike 3.0 (unported) license. The content might also be available under the terms of the GNU Free Documentation License.

This article uses material from the "Tetris" article on the Gaming wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Simple English

[[File:|thumb|left|A Tetris playfield.]] Tetris is a video game developed in the Soviet Union in 1984. The goal is to drop blocks, called tetrominoes, down into a playing field to make lines. Tetriminoes are made of four connected squares each, and there are seven different shapes of tetrominoes.[1] There are several different types of tetrominoes, which contain four squares. A player uses the tetrominoes to make unbroken lines of squares across the bin from left to right by stacking them in the playing field. When a player makes a line, it clears. After a clear, squares over that line fall. As play goes on, the tetrominoes fall faster.

Tetris has appeared in many video game systems. It has become very common from back when Alexey Pazhitnov first made it in 1984.[2] Over 100 million copies of the game have been sold

Contents

Gameplay

File:Tetrominoes IJLO STZ
The seven types of tetrominoes

The goal is to drop blocks, called tetrominoes, down into a playing field to make lines. Tetriminoes are made of four connected squares each [3] There are seven different types of tetrominoes. [4] Levels have a set goal, or number of lines to clear. When the goal number reaches zero, the player moves to the next level. As the levels go up, the tetrominoes fall faster. A player receives bonus points if he can clear more than one line with a single tetromino. A player loses when the tetrominoes make it to the top of the playing field. See "Issues" for information on the Level 29 Problem.[5]

Music

On the Game Boy, there are several musical themes played. The theme for level 1 is often called the "Tetris Theme". It is actually a Russian dance called Korobeiniki, or "the Peddlers." Other themes include music by Johann Sebastian Bach and the Dance of the Sugar Plum Fairy.

Issues

When one reaches Level 29 on the GBA or DS, the level starts to offer pieces that seem to fall indefinitely fast, hence disallowing the player to move in a lock, or quite possibly, move the tetrominoes at all. This means that all the uncontrolled pieces will pile up on the playfield and cause the player to top out.[6]

References

  1. The Tetromino Facts. 2009, Tetris Press.
  2. The Developmentary Tetris, 2008.
  3. The Tetromino Facts. 2009, Tetris Press.
  4. The Tetromino Facts. 2009, Tetris Press.
  5. The Hexadecimal Tetromino Speed Problem.
  6. Tetris Issue at Level 29. Retrieved 4-25-08.








Got something to say? Make a comment.
Your name
Your email address
Message